Chris Rosa, store manager at Meltdown Comics, feels that
digital comics will not replace the demand for physical
comics. Photo by MCT.
It's a book! It's a cartoon! It's ... digital comics!
Technology, which has already upended the music, television and
movie businesses, is now gripping the comic-book world.
Publishers are unleashing a torrent of digital comic books
across smart phones, tablet devices, game consoles and
digital book readers, portending major changes in how comics
are made and marketed.
These new comics - many of which featured recently at
Comic-Con International in San Diego - in some cases come
with choreographed presentations that zoom or pan across
panels, full-colour animated characters, audio by
professional voice actors, heart-thumping soundtracks and
even the ability for readers to leave comments on the pages.
With change come its twin companions: angst and exhilaration.
Traditionalists argue that "experiments" with animation and
sound effects threaten to undermine the aesthetic foundation
of comics and wipe out comic-book stores already struggling
to stay afloat - in other words, to do what the iPod and
iTunes did to record shops.
Enthusiasts dismiss such fears as nonsense.
Digital distribution is not only bringing a desperately
needed infusion of young comic readers but also giving birth
to a renaissance of innovation in a medium that some say
badly needs updating.
"Digital distribution is our new newsstand," said Chip
Mosher, the marketing director at Boom Studios, which is
converting its entire library of several hundred comic titles
for online reading. "It's a way to get our product in front
of a mass audience."
The arguments aren't new, as digital comics have been around
for more than a decade.
But the stakes are becoming much higher as sales of digital
comics are poised to take off, with a proliferation of titles
on mobile gadgets such as Google's Android phones and Apple's
iPad tablets and iPhones.
"The industry is in a difficult spot," said Scott McCloud,
author of Reinventing Comics and several other books on
comics as a medium.
"It has to rethink its entire business model while it's
rethinking the art form."
Marvel Entertainment, which has been offering unlimited
access to more than 8000 digital comic books via PCs for
$US10 a month, released an iPad application in April through
which readers can browse more than 500 titles.
DC Comics came out with its own iTunes app in June, starting
with 200 titles and adding close to 50 titles a week.
Although digital sales are less than 5% of the roughly $1
billion US market for comic books and Japanese manga, it's
rapidly growing.
"Comic-book sales have seen flat to relatively modest growth
in recent years, but digital sales for us have so far
doubled, year over year," said Ira Rubenstein, Marvel's
executive vice-president of global digital media.
Traditional comic stores view the growth of online comics
with some apprehension.
Some store owners believe digital sales will cannibalise
print sales, especially if the digital version is priced at
$1.99 while the print comic is typically $3.99.
What's more, the digital versions can be ordered and
delivered within seconds.
Douglas Wolk, an avid collector and the author of Reading
Comics: How Graphic Novels Work and What They Mean, says
computer clicks can never duplicate the personal relationship
between a reader and the person working the comic-shop
counter.
"Comic-book stores have a very close relationship with their
customers," Wolk said.
"But the old-school collectors are ageing, and it may be that
the print comic goes away eventually. There is an entire
generation of readers who are not interested in physical
copies."
Rubenstein said Marvel's digital sales largely come from
lapsed comic-book fans and new readers who may eventually
venture into collecting print editions.
A survey of more than 2000 comic-book readers conducted by
ComiXology, a New York-based startup that has its own app
with 2200 comics from about two dozen publishers, found that
one in five who bought a digital comic book had never bought
a comic before, according to the company's chief executive,
David Steinberger.
However, digital comics have not led a tidal wave of new
buyers into Meltdown Comics, said store manager Chris Rosa.
"The jury is still out on that one," Rosa said.
Part of the challenge is that some forms of digital comics,
such as motion comics where characters are animated and
voiced by actors, differ greatly from printed books.
Motion comics account for only a fraction of the
digital-comic market and are expensive to produce.
Although early versions have been given a thumbs-down by many
critics, the motion-comics sector is continuing to grow.
"There's no question that in the next few years we will see
more motion comics," said Sharad Devarajan, chief executive
of Liquid Comics in New York.
"But consumer demand for them is predicated on quality. The
first few motion comics, quite candidly, did not offer a good
experience."
Jim Lee, co-publisher of DC Comics and a well-regarded artist
and writer, says the move to digital is altering the creative
process.
"As readers become more familiar with reading digital comics,
it will affect the way we think about producing the comics,"
Lee said.
"We start to think about constructing our pages differently.
Some publishers have asked artists to create layouts
specifically for the iPad, for instance.
"We also think about the length of our stories because people
with smart phones have shorter bits of time to consume media
... I see a lot of experimentation with the art form."
Joe Quesada, Marvel's editor in chief, said, "Every time we
undergo a change in technology, people say we're losing
something.
"I see it as gaining something .. . . Comic creators will
learn how to tell their stories in new ways."
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